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skibidi sandbox 01 

Grant Kot
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Trying to beam some science through my TV head. Running on a laptop 13900HX & 4080. Custom simulator based on MLS-MPM (Moving Least Squares Material Point Method). Simulating buckling behavior on a viscoelastic material.

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1 апр 2024

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Комментарии : 32   
@GrantKot
@GrantKot 2 месяца назад
Didn't quite finish this mod in time for April 1... but maybe that is because it ended up becoming a real demo that you can try out: kotsoft.itch.io/liquid-crystal-demo-2024 It's in a separate build from the main one because I need to find a better way to store per-particle colors, and am working on a new multigrid for viscoelastic materials.
@GabeRundlett
@GabeRundlett 2 месяца назад
I really love the rainbow colors and this more viscous sand-like material. Seriously amazing work
@ChipboardDev
@ChipboardDev 2 месяца назад
Oh no, skibidi culture has captured Grant 😭 In all seriousness, this is really cool. I love it!
@iestynne
@iestynne 2 месяца назад
0:00 perfectly organized kitchen 0:12 my daughter gets involved
@PedroGarcia-fl1fu
@PedroGarcia-fl1fu 2 месяца назад
Looks like ice cream! so so cool!I cant imagine the work that you had to do it, would be possible change de blocks rendering to different stile, like ice cream?
@GrantKot
@GrantKot 2 месяца назад
Thanks! I might be able to do other basic shapes like spheres (e.g. dippin' dots). In the past I used rasterization for spheres but I think now I can ray-intersect some perfectly smooth spheres too. The emitter shape could also be changed to a star shape. But photorealistic ice cream could be a bit tough to achieve. Might need real-time meshing.
@MidBoss
@MidBoss 2 месяца назад
Really fun to play with the viscous stuff! Would be great to have the ability turn the inlets on/off while using the block editor btw :)
@GrantKot
@GrantKot 2 месяца назад
Yeah, I will try to get that added soon. Want to do some code reorganizing and cleanup this week.
@MidBoss
@MidBoss 2 месяца назад
@@GrantKot Awesome, looking forward to that! I had a real blast making dams and enclosed containers in the city demo. It goes a bit wild when particles have nowhere to go, but when poking a hole the pressure works pretty much as expected :)
@cyber-gate
@cyber-gate 2 месяца назад
really cool, but i noticed in the video some particles leaking through the static body, is it a trade of for performance?
@GrantKot
@GrantKot 2 месяца назад
The collision handling shown here is quite low cost, barely affecting the fps. Unfortunately it's not continuous collision detection so if particles move too fast they can "tunnel". When the blocks are joined just by edge, on the small toilets, the edge area is actually very thin. I have a few ways that I will be testing out to address it. I have the particles grouped in tiles, so for particle tiles that are next to difficult scenarios, I should be able to enable more advanced collision handling.
@Thats_Cool_Jack
@Thats_Cool_Jack 2 месяца назад
Wish there was a particle limit and maybe a smaller domain size so i can play with the particles without going below 20 fps
@GrantKot
@GrantKot 2 месяца назад
I'll add this soon, with prototyping it's too easy to sometimes just hard code in the domain size. But I'm going to be adding some UI now and better scene management.
@jcalderwood1
@jcalderwood1 2 месяца назад
Dude!
@xima1
@xima1 2 месяца назад
WOW this is awesome! Is there any chance you can make it deterministic? I imagine something like this and multiplayer could allow for some really awesome stuff
@GrantKot
@GrantKot 2 месяца назад
Is it possible with floating point and multithreading? Because depending on the order even simple additions can return slightly different results? I haven't had much experience with netcode yet.
@xima1
@xima1 2 месяца назад
@@GrantKot If it's CPU simulated then the floating point part should be fine I think, unless you use fast math opt. I have no idea how your sim works, but regarding multi threading I guess you could either try noita style checkerboard updates if it's single-buffered, or use some kind of double buffering?
@GrantKot
@GrantKot 2 месяца назад
Ok, you know, maybe I'll just try it out and improve it over time :) There's also Parsec/Steam Remote Play style P2P streaming multiplayer. I was even thinking of running a larger cloud server for a large number of players and larger world.
@iestynne
@iestynne 2 месяца назад
The sim can be made deterministic regardless of threading; splitting the workload between threads need not change the semantics of the math as long as the order of dependent operations is preserved. But 'real' multiplayer support is always about latency reduction (latency from player input to simulation response), which means eschewing the authoritative server model - unless you are ok with interactions that have higher latency for players more distant from the server (which might be fine in this case; the force-grab tool you show here is probably fine with a lot of latency since there's inertia in the sim anyway)
@GrantKot
@GrantKot 2 месяца назад
I think I'm still a really big fan of the cloud streaming multiplayer model. With the Parsec tests, latency seemed ok. Because of the system requirements, for determinism they would have to run at the settings of the slowest computer in the group. One thing I want is instead of split screen, send separate video streams to the other players for their own viewports, render & encode at the bitrate that works best per connection (so slowest connection doesn't drag everything down). Once I get things better looking I want to get in touch with the Nvidia Geforce Now or Xcloud peeps to see if they can do something like that. I think these cloud gaming would also be more popular if they supported easy multiplayer like that.
@andromonite506
@andromonite506 2 месяца назад
Nice, I like the fact that it is more of a tearable material
@ferna2294
@ferna2294 2 месяца назад
This is on a whole new level. Do you mind sharing the specs of the PC you are running this on?
@GrantKot
@GrantKot 2 месяца назад
Thanks, this is on a laptop 13900HX and 4080. Simulation running on the CPU, and I plan on adding to the renderer to fully utilize the GPU.
@jsierra88
@jsierra88 2 месяца назад
I missed the song here, but still nice tough
@odium1954
@odium1954 2 месяца назад
lmao nice
@--8129
@--8129 2 месяца назад
Someone know Can i use in MPM solver lower count of neighbours (now 27 in 3d) when calculate particle mass/density/velocity ?
@GrantKot
@GrantKot 2 месяца назад
You can use linear interpolation which is 4 in 2d and 8 in 3d. Linear is fine for liquids/gas. Viscoelastics need at least the quadratic, because the gradient for the linear kernel is discontinuous, and tracking the deformation gradient becomes difficult and it will lose shape more quickly/oscillate as particles cross cell boundaries. You can have different material groups use different kernels.
@dottedboxguy
@dottedboxguy 2 месяца назад
💀💀💀💀💀 bruh there ain't no way bruh sidenote : i notice some particles leaking out the corners, that's a problem
@GrantKot
@GrantKot 2 месяца назад
Yeah, might need to set up a little ray trace when advancing particles to the block grid.
@therealpeter2267
@therealpeter2267 2 месяца назад
please don't
@ultraveridical
@ultraveridical 2 месяца назад
The engine is already fine(seemingly), but where is the gameplay loop? Without interesting gameplay, nobody needs realtime MPM.
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